Dead Rising 2: Case West Review
If you were persistent enough to get the S ending in Dead Rising 2, ignore that outcome; Case West takes place immediately after the A ending. Chuck's daughter was ferried away by a helpful helicopter, but the framed stuntman is still trapped in a hotel elevator with eager ghouls closing in fast. Cue Frank West, the gruff reporter from the first Dead Rising, always willing to save a potential victim if it helps him get a scoop. Frank and Chuck decide to sneak into the headquarters of the company that makes Zombrex, the drug that keeps the infection from spreading for a few hours, to prove this evil organization is behind the latest outbreak. Having Frank back in the mix is welcome because his devil-may-care attitude meshes wonderfully with Chuck's more calculated efforts. Unfortunately, the story abruptly ends just when it's building up steam, and aside from a few obvious nods to Frank's eventful past (he's covered wars, you know), there aren't many memorable moments.
These small problems aren't annoying for long; once you take your first step toward mass genocide, you'll forget all about them. Case West takes place inside of a medical laboratory, and it's much bigger than the last downloadable game, Case Zero. Weapons--both new and returning favorites--are spread all over the premises, and there are plenty of workrooms where you can construct grisly combination weapons. Some of the most disturbing offerings don't even require duct tape this time. A bone saw can cleave straight through a standing zombie, and you can send a shock-wave blast by slamming down an impact hammer. The new combo weapons are just as gratifying, letting you shoot volatile chemicals or tase zombies with a floor-buffing cattle prod. This is a horrifically violent game, and it's a blast to scrounge up every weapon to see what effect it has on your attackers.
Always wear a protective suit when decapitating zombies.
You might be worried that a medical laboratory doesn't lend itself to the wackiness that has defined Dead Rising from the beginning, but you would thankfully be quite wrong. Even without stores containing all sorts of makeshift weapons and blush-inducing clothing options, Case West keeps the humor flying. Clothing is still one of the main sources for guffaws. Lab workers keep the darnedest things hidden away, so you might happen upon a Dr. Wily-inspired wig or a hospital gown that doesn't leave much to the imagination. New items keep this lighthearted charm in mind. Bashing a zombie with a specimen jar containing the head of what may have been his dearest friend or riding around the facility on a silly-looking one-wheeled contraption is always worth a laugh. And then there are the moments that aren't overtly funny, but when you consider the situation, they become gloriously awesome. Who doesn't enjoy eating a submarine sandwich that was doused in zombie blood only moments earlier?
Too much of a good thing does exist. Just about everything in this $10 XBLA game is really well done, and there are enough new weapons to surprise even the most hardened zombie-killing veteran. But franchise fatigue has unfortunately set in. As strange as it is to say, there have been too many Dead Rising games released in the last few months, which lessens the impact of the mutilating and time-management fun that exudes from every orifice. Case West still offers loads of enjoyment, and because you don't even need the Dead Rising 2 retail disc to play it, even novices can enjoy the anything-goes brutality. But if you've already invested hours into the other games, there aren't enough new elements here to make it exciting all over again.
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